Dungeons and Dragons 4th Edition Character Record Sheet
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Weapon / Power
Armor is Heavy
Conditional Modifiers, Resistances & Action Points Note
[list][*][b]Half-Orc Resilience[/b]: The first time you are bloodied during an encounter, you gain 5 temporary hit points. The temporary hit points increase to 10 at 11th level and to 15 at 21st level. [*][b]Swift Charge[/b]: You gain a +2 bonus to speed when charging. [*][b]Whirling Slayer[/b]: once per round when your attack bloodies an enemy, you can shift a number of squares equal to your Dex mod (+4) as a free action, and each enemy adjacent to you at the end of the shift grants combat advantage to you until the end of your next turn. [*][b]Rampage[/b]: Once per round, when you score a critical hit with a barbarian attack power, you can immediately make a melee basic attack as a free action. You do not have to attack the same target that you scored a critical hit against. [*][b]Amulet of Physical Resolve[/b]: Gain a +2 item bonus to saving throws against effects with the poison keyword and effects that render you weakened, slowed, or immobilized. [/list]
Class / Path / Destiny Features
Surges / Day
Death ST Fail
Primal, Weapon Standard Action, Melee Weapon (must be wielding two), One creature Str (+11) vs AC (main weapon) Hit: 1[W] + Str mod (1d10r2+8) damage, and an enemy adjacent to you other than the target takes 1[W] (1d10r2) damage (off-hand weapon). If you are raging, add your Dex mod (+4) to both damage rolls. Level 21: 2[W] + Str mod damage, and 2[W] damage (off-hand weapon).
Primal, Weapon Free Action, Melee 1 Trigger: Your attack reduces an enemy to 0 hit points Effect: You shift 2 squares and then deal 1[W] (1d10r2) damage (off-hand weapon) to an enemy adjacent to you that you can see.
Primal, Weapon Standard action, Close burst 1, Each creature in burst Requirement: You must be wielding two melee weapons Str (+11) vs AC or Reflex (main weapon) Hit: 1[W] + 1[W] (off-hand weapon) + Str mod (2d10r2+6) damage. Miss: You take 1d6 damage with no modifiers
Primal, Weapon Standard action, Melee weapon (must be wielding two), One creature Str (+11) vs AC (main weapon) Hit: 1[W] + Str mod (1d10r2+8) damage Effect: You shift a number of squares equal to your Dex mod (+4). If the attack hit, you deal 1[W] (1d10r2) damage (off-hand weapon) to one or two enemies that are adjacent to you at some point during the shift.
Utility Power, Encounter Primal Immediate Reaction, Personal Trigger: You are subjected to an effect that a save can end Effect: You make a saving throw against the triggering effect. If you succeed, you shift 1 square as a free action.
Primal, Rage, Weapon Standard Action, Melee weapon, One creature Str (+11) vs AC Hit: 3[W] + Str mod (3d10r2+8) damage Miss: Half damage Effect: You enter the rage of the swift panther. Until the rage ends, you gain a +2 bonus to speed and can shift 2 squares as a move action.
Primal, Rage, Weapon Standard Action, Close burst 1, Each enemy in burst Attack: Str (+11) vs. AC Hit: 1[W] + Str mod (1d10r2+6) damage Effect: Each target takes ongoing 5 damage (save ends). You enter the rage of the crimson hurricane. Until the rage ends, the first time you hit any enemy with a primal melee power each turn, each enemy adjacent to you after the attack is resolved takes damage equal to your Str mod (+5).
Primal, Weapon Standard Action, Melee weapon, One creature Requirement: You must be raging and have at least one unused barbarian rage power. Attack: Str (+11) vs AC (To make this attack, you expend an unused barbarian rage power.) Hit: You deal damage based on the level of the rage power you expend: 1st level: 3[W] + Str mod (3d10r2+8) 5th level: 4[W] + Str mod (4d10r2+8) 9th level: 5[W] + Str mod (5d10r2+8) 15th level: 6[W] + Str mod (6d10r2+8) 19th level: 7[W] + Str mod (7d10r2+8) 25th level: 8[W] + Str mod (8d10r2+8) 29th level: 9[W] + Str mod (9d10r2+8) Miss: Half damage. Special: You can use this power twice per day.
Daily Power Minor action You can use the Swiftcurrent power once during this encounter.
[b]CANNOT USE UNLESS ARMOR IS ACTIVATED[/b] Encounter Power Move action, Personal You can shift up to your speed over ground or liquid terrain. You take no penalties for squeezing during this movement, can move through enemy spaces, ignore difficult terrain, and take no damage if the surface or substance you move across would ordinarily deal damage to you.
Encounter Power Free Action Use this power when an attack hits a bloodied ally within 10 squares of you. Gain a +2 power bonus to attack rolls and +1d10 on damage rolls against the attacker until the end of your next turn. Level 15 or 20: +2d10 damage. Level 25 or 30: +3d10 damage.
Magic Items & Equipment
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Coins and Other Wealth
Mannerisms and Appearance
Session and Campaign Notes
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Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008